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  1. 4 points
    I bet you feel real silly right now 🤪 The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone. ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.
  2. 4 points
    So i did redid 950COR (953) last night... So there's that....
  3. 3 points
    Hello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following. Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary. For those who may be wondering, the ROR Dev Diaries serves a few purposes. 1) It allows for you, the player, to get a taste of the mod without having to download it first. 2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question. 3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature. In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation. And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out. (Please let me know if any of the links and/or images are broken) Starting off the mod, you arrive at the main menu screen. The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced. Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing. This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins. As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to . This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here. This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which! The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”). Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today. Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it. Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come. Moving on to the player character selection screen: The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future. We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point. With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning. Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads. I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears. I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings. Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates. Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating. Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files. In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting. So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture. From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe. But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes. So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above. And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb. I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option. So right now, we are torn between three different options in regards to the player's clothing moving forward: Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants. Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants. Option 3) My own personal compromise between these two positions. In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this. In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case. Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod. Here is an example of the Awareness skill appearing in dialogue: Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia. Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea. The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration. But what does the ROR mod add in terms of feats right now? Well… Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II: Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek. Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary. There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.
  4. 3 points
    View File Revenge of Revan Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Logan23 Submitted 04/03/2025 Category Mods TSLRCM Compatible No  
  5. 3 points
    The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks. If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level. 1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards. 2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard. 3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight. 4) Use the computer to disable the turrets, thus bypassing the barracks. I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option. For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.
  6. 2 points
    I think you're right on this. You'd need to have done actions that said party member would find impressive for them to get influence in the first place, why should a player be punished because their alignment is 59 when the alignment requirement for Light Side is 60. Do know that the proposed Jedi Robe rework hasn't been done yet. You can, especially in later Episodes, use the Jal Shay items right now and use Effix's mod with ROR to get the same Jal Shay textures you'd get in a normal playthrough. If we do add the proposed Jedi Robe rework, we could make a Jal Shay "ROR Addon" as a seperate mod so you could install ROR, install the Jal shay Addon, and then Effix's mod so you can have your preferred setup. Since ROR Episode One is out, you can see the ported assets for yourself. Be warned that they don't have a new reskin... yet. That is exactly how it'd work. Stick around for Dev Diary 2 because I do discuss the clothing in greater detail there. And since you've presumably already played the mod I can assure you that the Corellia setup doesn't currently use any player heads, so if you found our current setup to be good imagine how good it'd be if we could get some player heads amongst them.
  7. 2 points
    Hello DS. I am beginning to overhaul the skyboxes in the Ebon Hawk viewable out the windows in the cockpit. I was curious how this mechanism of switching between skyboxes works? I see there are three images in the ebon hawk textures, two of them are divided into four, the other one is for M4-78. Right now I'm testing changes to these ebo_sky files in my modded Ebon Hawk. If anyone can shed some light on this subject in the meantime, it would be greatly appreciated. Thanks
  8. 2 points
    Hi folks! This is a longshot given the age of the mod, but I figured it can't hurt to ask. I'm looking for "New Admiral Onasi Ages", an old mod from Princess Artemis for TSL. This mod was a retexture of Admiral Carth Onasi's head in TSL to give him more grey to represent aging between games. I've tried the Wayback Machine, the now-defunct Telosian Archives from Princess Artemis, GameFront, and Lucas Archives unfortunately to no avail. I'm linking the archived pages I could find if that helps jog anyone's memory. I've also attached an image from the mod's original PC Game Mods page. If anyone has a copy of this mod, and wouldn't mind sharing, I would be so incredibly thankful. Thanks so much! Old Lucasforms Page Old PC Game Mods Page
  9. 2 points
    Same as you do on PC. Extract the file you need with KotOR Tool on PC. Then edit it in an image editor on PC. I don't think this process can be done entirely on Android.
  10. 2 points
    View File TSL Expanded Ending Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes: A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3". For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work. ------------------------------------------------------------------- TRANSPARENT COCKPIT WINDOWS Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options: "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options. ------------------------------------------------------------------- COMPATIBILITY This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module. This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout. This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game. Use at your own risk. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha MDLedit by bead-v tpcview and tga2tpc by ndix UR NWNSSCOMP by Torlack and tk102 K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 SithCodec by JCarter426 2DA Editor by VarsityPuppet AniCam by JdNoa Lipsynch Editor by JdNoa TSL Loadscreen Template by JCarter426 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source. Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them. Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him. The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work. This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission. Submitter WildKarrde Submitted 03/02/2025 Category Mods TSLRCM Compatible Yes  
  11. 2 points
    This is fucking incredible
  12. 2 points
    There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots. The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there. Here are some screenshots of the very early Outcast Village. Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today). Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture. The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet. I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point. I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do. It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP. Those will be added at some point. Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz. That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.
  13. 2 points
    View File Sleheyron Arenas Just the files needed to access the three Sleheyron Arenas that are contained within the kotor 1 files. They aren't perfect, the walkmeshes are a little off and this results in the player getting stuck at points. The crowd is also non-existent. This won't work without the Sleheyron Demo by SithSpectre : https://deadlystream.com/files/file/391-sleheyron-demo/ Because it needs the following files which are included in the Sleheyron Demo. m31aa_00l.mdl m31aa_00l.mdx The .wok file isn't necessary. NOTE : This is a modders resource and isn't intended for use by non-modders, all it does is add three empty levels for the Sleheyron Arenas that can only be accessed via the warp command. Thor110 Submitter Thor110 Submitted 03/15/2025 Category Modder's Resources  
  14. 1 point
    As a long time lurker from the Lucasforum days, I am stoked to see this episode on the download page after so many years! Looking forward to downloading and plaything this weekend
  15. 1 point
    I decided to experiment with Darth Malak. I really don't like the original model. And an idea came to mind. Install Darth Malak's head on Jedi Malak's torso. Everything is working fine except for one thing. Animation in cutscenes does not work. If you like it, take the model for yourself. But if anyone can add an animation of the original Malak to this model, I will be very grateful. N_DarthJediMalak.mdl N_DarthJediMalak.mdx
  16. 1 point
    Tomb of Adas Reused Module: Tomb of Ajunta Pall Located: Near the Edge of the Valley a Reused Sith Sarcophagus for it's entrance You don't fight any enemies when you enter this tomb, But you have to fight Adas' Demonic Spirit who reused to let anyone take his axe (you need to be had Level 16 at most) In his Sarcophagus you will find Adas' Armour and Adas' battleaxe Tomb of XoXaan Reused Module(s): Krayt Dragon cave, Tomb of Ludo Kressh (Ported to KOTOR 1) Located: You will find it in a cave deep in the valley You will have to fight Dark Jedi Wraiths within the Tomb and You encounter her Spectre a completely custom model based on her appearance in Legacy which you fight and kill (You need to be at Level 14) In her Sarcophagus you find her Lightsabers, her Dagger and her robes Tomb of Sorzus Syn Reused Module: completely Custom made Located: next to Naga Sadow's Tomb Like before a Sith Sarcophagus is reused for the Entrance as the tomb is underground Inside you go down a long staircase where you Encounter Sith Apprentice Specters when you reached a large chamber with a door at the end lead to the Sarcophagus, in Sorzus Syn's Sarcophagus is Her writings, her Double Bladed Lightsaber, Her Holocron with a Recorded message from her and her mask All three tombs are mentioned by Dak with new lines This is all part of one mod titled "Valley Of the Dark Lords Expansion" It does NOT use TSLPatcher If anyone make these tomb ideas happen please do,
  17. 1 point
  18. 1 point
    Regarding the companion training, I worked out something like this: Fighting Techniques trains Unarmed Specialist up to the players current rank (this gets around a Vanilla bug where Handmaiden and Bao-dur do not continue getting Unarmed Specialist as they level up, because there specific feats entries check there current class level, and not there overall level), otherwise it tends to be a useless ability as the numbers are too low unless you save all level ups for Jedi. Lightsaber Forms remains the same, but also allows the level up forms to be taught, so they dont get locked until Jedi level 13 (They are generally worse than the ones you could teach anyway) For the powers, I changed it to the unlockable powers that aren't taken by leveling up (I loathe when the game invalidates a level up choice by giving it to you for free later) Affect Mind (doesn't do anything in the base game, but I don't see any reason to remove it IMO) Dominate Mind (ditto) Force Sight (not Visas) (I did this at one point, but there is a bug where if Kreia or Visas use Force Sight as a power, it turns off when they are in first person) Breath Control Beast Trick Battle Precognition (Handmaiden always gets this when becoming a Jedi) Force Crush (won’t be opportunity to train in normal game) Force Enlightenment (won’t be opportunity to train in normal game) I also made it auto train everything that could be trained upon being made a Jedi for the first time as a QOL change. The dialogue patching wasn't setup properly for Holopatcher at the time so I never released it, I will check the required features have been added at some point.
  19. 1 point
    So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods. His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.
  20. 1 point
    View File High Quality Skyboxes II If you update from version 1.0.x to 1.1 make sure to read the special instructions in the read-me! In order to update to 1.1.1 from any previous version, delete all 306nara.wok, 306narb.wok and 306nard.wok from your Override folder. If you had version 1.1 installed there is no need for anything else, otherwise follow the instructions in the read-me. ABOUT: This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch. This includes a replacement of every skybox model to fix all the glaring issues with the original. There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox. Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes. Click the following image to see additional interactive screenshot comparisons: There are also add-ons with new skyboxes for the following mods: M4-78 Enhancement Project Coruscant - Jedi Temple If you find any issues or have any other comments, please let me know and I'll see what can be done. INSTALLATION: For installation instructions check the read-me files of the individual downloads. You either have to run an installer or just drop files into your Override folder. For the mod to take full effect you need a savegame where you have not yet left Citadel Station. If you update from version 1.0.x to 1.1 make sure to read the special instructions. I also highly recommend to install the fog fix if you are using the latest Steam patch. COMPABILITY: This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod. PERMISSIONS: You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit. CREDITS: This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max. Additional tools used: KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by: Andy Welder: Dantooine tree model Animum: Dxun/Onderon tree model Bioware: Nar Shaddaa traffic models, Coruscant traffic texture, M4-78 buildings creativepack: Additional Nar Shaddaa textures dandelO: grass shader Dantooine and Telos, snow shader Dantooine Flo: Dxun bush model Jorak Uln: Taris window texture Martin Frank: Dxun bush model mhaze: Telos rock/mountain shader Misha Winkler: Grass model Dantooine Obsidian: Telos tree model, Nar Shaddaa textures, Onderon buildings, M4-78 buildings PCWallArt.com: Onderon gold texture proper33: Malachor lightning texture SCIFI3D.com: Coruscant buildings svenniemannie: Additional Coruscant texture Texturify: Additional Nar Shaddaa texture TheBlackHole: M4-78 lava shader Veronica Bush: Dxun bush model VIS-Games: M4-78 excavator model THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. Submitter Kexikus Submitted 12/05/2020 Category Skins TSLRCM Compatible Yes  
  21. 1 point
    The galaxymap script changes the room model animation to play which swaps between different skybox models which show those textures. k_inc_hawk.nss etc The model "003EBOq" contains these room animations.
  22. 1 point
    I was in the habit of doing the lite versions of characters that are similar enough to their regular versions, even if they aren't actually used in-game. Typically the lite texture is just scaled down from the regular texture, with some minor changes to accommodate the lite model's different uvw map. In the case of Gammorean texture, they are both the same size, but there are some minor uvw differences between their L_Gammorean & C_Gammorean models (around the mouth, hands, and armpit). If I recall correctly, the animations are stored in the .mdl while the uvw map is stored in the .mdx, correct? Still, I don't recommend mixing and matching the files, since there may be some line errors due to how files can be compiled to and from ascii format. If anyone wants to try and apply my uvw map to another model that has the animations fixed, you go right ahead.
  23. 1 point
    View File Gamorrean Animations Pack Gamorrean Animations Pack By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod adds a bunch of animations to the Gamorreans that were specified in the dialogue files but were missing in the model files. The added animations are the following: · Two grenade throwing animations retargeted from the male humanoid supermodel. · One shield activation animation retargeted from the male humanoid supermodel. · One inject animation retargeted from the male humanoid supermodel. · One new custom TALK_FORCEFUL animation used in conversations. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod will work as long as you don't have any modifications in your gamorrean model files or their apprearance.2da rows. BUGS: The combat parry and dodge animations for the player when facing the gamorreans will look as if they were facing a melee humanoid user due to the fact that I had to change their modeltype. Unfortunately there is no way around this. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Alvar007 Submitted 01/02/2022 Category Mods K1R Compatible Yes  
  24. 1 point
    I just took a quick glance at appearance.2da and it seems L_gammorean is nowhere to be found, so you should be good to go.
  25. 1 point
    It seems N_SelkathCR is used for the insane Selkath in Hrakert Station. Since those NPCs won't probably be using this animation I think you are safe not to include it.
  26. 1 point
    From what I've read, this mod tries to improve/fix the textures and models for the game. If the original vanilla model was used as the source then yeah the animations would have to be included so that they can play with the new model.
  27. 1 point
    View File Effixian's Brunette PFHC01 Reskin -------------------------------------------- Knights of the Old Republic -------------------------------------------- TITLE: Effixian's Brunette PFHC01 Reskin AUTHOR: Effix(ian) CONTACT: PM me on the forums or Discord ------------------------- INSTALLATION ------------------------- Unzip, copy the files from the subfolder to your Override folder. Optional: If you prefer you can add the files from the ExtraDark_Variant folder. ------------------------ DESCRIPTION ------------------------ This is a reskin of the PFHC01 player character. There's an optional extra dark variant, it changes the last two dark side transitions for a darker zombie look. Inspired by Emma Watson, as requested by tff500. ------------------------- UNINSTALLING ------------------------- Remove the following files from your Override folder: PFHC01.tga PFHC01d.tga PFHC01d1.tga PFHC01d2.tga PFHC01d3.tga PO_pfhc1.tga PO_PFHC1d.tga PO_PFHC1d1.tga PO_PFHC1d2.tga PO_PFHC1d3.tga ------------------------------------ DISTRIBUTION NOTES ------------------------------------ You can use the files from this mod in your own mod if you simply credit me. Please do not reupload to other sites. ---------------- Thanks to ---------------- Stoffe and Fred Tetra for the needed tools and tutorials ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter Effix Submitted 03/26/2025 Category Skins K1R Compatible Yes  
  28. 1 point
  29. 1 point
    Thanks. I did leave the carpet in only the Library room. There is still just a few things I need to add or fix before I do anything with it. I'm actually working on Trayus Academy now, doing the Trayus Core. Screenies incoming.
  30. 1 point
    The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with. That is entirely up to the individual modder to decide. For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content. K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it. The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision. In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know. The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO? There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent. The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk. Are you talking from the perspective of a Bioware developer or from Salk's as a modder? If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all). If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content. It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies. That's the problem, no one can do that. They are gone without a trace, it's as if they passed away years ago and no one has found out about it. And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it. On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions. Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid. In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag. The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise. I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.
  31. 1 point
    Hidden Beks, at some point yes. The commoners are a little tricky... the only reason they need to be restored is that they have dialogue for if you're wearing the Sith Uniforms. These commoners exist in the Cantina, but obviously you can't wear the Sith Uniform in the Cantina without cheats. I'll think of a way to have these guys restored without having a bunch of random people out and about in a gang war zone. The early versions of K1CP was simply too small to have made any incompatibilities with K1R back then. K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it. Sleheyron was cut fairly early on, all the Sleheyron screenshots we see are from a time before the Odyssey Engine was adopted. We have very little restorable Sleheyron content outside of one broken arena module and a hallway and the planet textures because of this, it could just be that the Bioware developers decided very early on that the list of planets they had wasn't feasible and so they decided to simply cut a planet to make time for all the planets. Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline. Personally, I think the plotline for Taris fits just fine and the conversion into a Jedi on Dantooine blends well with the story the developers are trying to tell. But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback. I think many of the things cut by Bioware were cut for good reasons, for example: * Bioware Devs couldn't waste their time trying to place every item into the game so some those items that were forgotten were cut. * Gloveless Commoner clothing required a texture variant for each skin tone, increasing the clothing textures from 9 to 27 - why waste time making all of those when you can just have gloves. * The Vulkar Sublevel was either too confusing or its development was taking too long so they got rid of it and shortened the level to save time. * The Outcast Children are literally starving children, who's to say if Bioware kept them in the game that they wouldn't have caused an uproar back in 2004? * There are also audio soundset files for the children NPCs, I'm hoping we all know what a "soundset" in Kotor is and exactly what that entails. Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP. No, there isn't. Though since the module itself does exist, it wouldn't take much for someone to come along and repopulate the module with objects and critters to fight. You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.
  32. 1 point
    Thank you for the link! As soon as I have some free time, I'll definitely try to install this mod. If I’m not mistaken, early versions of the Community Patch did not conflict with K1R. However, there were reports on forum about bugs related to the Pazaak tournament on Manaan. Hardly anyone would deny that Taris is more meticulously detailed compared to the other planets in KotOR. Moreover, one of the planets, Sleheyron, didn’t even make it into the game’s final release. I might be mistaken, but this was likely one of the main reasons for the criticism directed at Taris: a significant portion of the content was cut from the game to free up resources for the development of this planet. Perhaps the issue lies in the fact that both fans and casual lovers of Star Wars have become hostages to a certain concept. For them, the Star Wars Universe is primarily associated with the Force, Lightsabers, Jedi, Sith, the vast expanses of the galaxy, and an immense variety of planets. When they start playing the game, they find that their expectations are disappointed. If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you Thank you very much for such a detailed and interesting response! I learned several facts that were previously unknown to me. From now on, instead of Rukil, I’ll be imagining Jolee And to conclude the topic of questions about the material that didn’t make it into the final release of the game: am I correct in understanding that, aside from the Lost Modules Pack, there is no mention of an additional level for Shadowlands in the game files?
  33. 1 point
    When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity? I’d be curious to hear your thoughts on Rakghouls—do you have any plans to modify or port them from TOR? The harder the quest is to complete, the better, since most players already know the optimal gear setups, character builds, and the approximate locations and strengths of enemies. A more challenging quest will require players to spend more time and effort to complete it, which will at least partially distract them from mechanically going through the game and add an element of challenge You’re absolutely right about this. Talking to K1 fans, I’ve realized that one of their biggest complaints about Taris is how huge it is compared to other planets. Plus, you have to do tons of quests there without using the Force or a Lightsaber, which can get pretty boring after a while.
  34. 1 point
    I guess I am the necromancer of this support thread, but I just wanted to mention that just today during some testing I noticed that the Hex edit trick to suppress the glitched pause animation needs to be extended to the JC_BastilaBI and JC_JuhaniBI models as well.
  35. 1 point
    Great job so far. Down the line I may use this for a possible "cutscene" that may take place between Atris and Revan where Revan speaks to her about the Exile's whereabouts (which is canonical).
  36. 1 point
    Wow, that was quick! Really glad I could somehow help you fix your wonderful mod so everyone can enjoy it. Thank you and the community for always being active and helpful.
  37. 1 point
    If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).
  38. 1 point
    Some things I've been doing... Can anyone tell me why this happens?...what is that? CM_Bright on a door? Only happens on the Jorran door, and the door to the library on Coruscant. Still alot more to do for Coruscant.
  39. 1 point
    Thanks for pointing them out, I have added the ambient & diffuse fix to my list. I could see that the Twi'lek male (twilek_m.mdl) & Corran Falt (n_correnfalth.mdl) had the issue, but the Sith Officer head (sith_off.mdl) looked correct already. Also, the twilek_m02.mdl, twilek_m03.mdl, n_komadh.mdl, n_xorh.mdl, & n_zharh.mdl models in TSL have the correct settings, but are not used in-game. By default the TSL heads.2da file uses twilek_m for all male Twi'leks, and just swaps the alttexture column. So in the meantime, editing the heads.2da file can solve the issues as well. I will still eventually fix the model though, because I can't just let things go 😝
  40. 1 point
    I converted the Restored Jedi Enclave's room models into the 952COR models for those rooms. Restored Enclave Sublevel - Modder's Resources - Deadly Stream The rubble is gone and its all rebuilt but those are still there. But its just the outside wall part.
  41. 1 point
    Hello KotOR modding community. It has certainly been a long time since I've posted here. While life has been busy and can get in the way of modding, I have been working on a big project in secret. For the past few years I have been chipping away at my own version of an A.I. Upscale 4x mod for most of the default character files in both games. Because it has been slow going, I didn't want to get distracted by constantly responding to "when is it going to be ready?" prompts when I could be spending time on the files. I also didn't want to get anyone's hopes up about it, only to then keep delaying because I'm often too much of a perfectionist. But after so much time has elapsed, I keep thinking that I need to put something out, even if it is incomplete in my books. To give you an idea of how big a project this is, I have completed 329/475 textures that are common to both games, 71/214 textures for K1, and 184/419 textures for TSL. That makes for a grand total of 584/1108 textures or 52.71%. I'm using the textures as the basis for completion, but there are also 459 models for K1 and 648 models for TSL completed so far. I've attached a spreadsheet with a list of all the files involved. The reason why it is so slow going is that this mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. I have also been attempting to fix many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had. One problem of upscaling textures that I've found is that the model seams become glaringly obvious at higher resolution, so I've been painstakingly painting those to look seamless. Anyone who is familiar with my previously released mods will know how much I try to fix those pesky model errors. The other thing about A.I. upscaling software, is that I haven't found one that gives perfect results. Instead of relying on one result, I usually run texture files through an A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. Then I combine textures in a multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). Then I manually paint away errors, fix seams, and make additional changes. At any rate, the reason for this WIP post is that I've been out of the loop for so long, that I don't know the best way to package and upload the mod. I usually use 7zip, so that's not the problem. I currently have 378 tga, tpc, & txi files (4.09 GB) that are common to both games; 459 mdl, mdx, tga, tpc, & txi files (1.07 GB) specifically for K1; 648 mdl, mdx, tga, & txi files (2.90 GB) specifically for TSL. I was originally planning on packaging them up all together and letting the user to put them into their respective override folders, making the common files only needing to be downloaded once. The other option is to make two download packages, one for each game, where the common files are included in both packs. This would result in having to download the largest batch of files twice, but it would be easier for installation. To complicate it further, I would also make download packages for a tpc only installation (for smaller file sizes and easier to run in-game). The other questions I have are: which upload method do users prefer: single download for both games (smaller size overall), or two files (one for each game makes installation easier)? how many screenshot images can be uploaded to showcase the contents of the mod? I currently have 197 pngs for a total of 561 MB, and would like to make more. I've attached a few to sample a range of the types of changes the mod tackles. are there any samples for the Read Me file regarding Permissions and Credits? I want to make the tga version into a modder's resource. Where is the best place to put a link to my "Buy me a Coffee" tip jar? I'm hoping to use any funds towards software upgrades for future modding. I don't know if I'll ever actually finish this mod, but I need to share what I've got before the universe jumps in again and makes something impossible for me. Anyway, happy New Year. I hope to continue more of this work in 2025. Screenshot samples: KotOR upscale completed list v0_52.xlsx
  42. 1 point
    Even TSL says left click with controller support, but I think that it can be added in, it would just have to be a completely different dialog.tlk file. I am trying to keep things as vanilla as possible while also expanding and enhancing the game, so that's a no from me, but you can always mod it in yourself, people are free to release mods for my mod too. Yeah, there are still a number of issues for me to fix, as I mentioned don't expect perfection just yet! But I would say it's 99% complete. Changing all of the UI was difficult enough and required hexediting the executable to get a number of specific things to change colour. It's also possible to swap between playing K1 & K2 under the same installation, which I felt was necessary. The selection screen does have a flickering highlight and new items have a green/yellow border. I had to overcome a lot of obstacles to get it this far, there are quite a few cutscenes that need fixing up, the first level needs reworking to include the special messages for each class and fixing the cutscenes, on Taris, the cutscene with the Hidden Beks is broken, the Rancor is broken, Malak walks off after being defeated during the ending. Oh, the current release has a broken version of the Naga Sadows tomb level, but it is fixed in the repository. Feel free to post any issues you encounter in the WIP thread for the project or on my Discord server. Hopefully with a few more years I can make it perfect! But there's still a lot left to be desired. EDIT : Unfortunately the tokens for the buttons don't work like they do on console, but it could be manually written in. ( "<abutton>" etc ) When I get around to programming a proper launcher, I could potentially add a tickbox that swaps between dialog lines specific to using or not using a controller, but that's a long way off. There's a lot of things that are more important left for me to work on unfortunately, but I would like to get around to doing everything eventually.
  43. 1 point
    Good point, I did sort of consider that, but not being able to see the hallway directly across from 702KOR2c, through 702KORr to 702KORt seems like overkill, there is only 7 rooms visible now, it was 6 before I added 702KORt, but some rooms have as many as 10 by default, some even more. Though admittedly if you run around that corner quickly enough there is only a split second in which you have time to notice it spawn in. It's definitely worth fixing these days though, I find it quite noticeable anyway. Speaking of .vis files, I never did get them working for the ported levels, if I recall it was the lack of a root node or something along those lines but just not having a .vis file forces the whole thing to render, which works for now. Update : I have been working on a custom launcher for the project and have just finished adding the ability to swap between the classes of the game in both games. I figured because "Jedi From The Start" is such a popular mod, I would be sure to include it as an option, especially where I went to the effort of determining exactly which bytes to replace in the executable to make it possible, I also decided to make it an option for both games.
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  46. 1 point
    I'm guessing you'll never see this but this is an excellent mod. I'd like to suggest some changes to the Speed power tree. Since the game has a defense bonus cap of +10 and Jedi automatically get +6 at level 12, it would make sense to reduce the defense bonuses these powers provide in order to prevent Force Aura from becoming redundant. Here's my take: Burst of Speed: Just the movement speed, no armor restriction, low FP cost. Knight Speed: +2 Attack bonus. Master Speed: +2 Attack bonus, +1 Attack per round.
  47. 1 point
    You need to replace mus_theme_cult.wav in the streammusic folder. You can use this tool to convert an mp3 to the correct format: Short instruction: throw your mp3 in the "in" folder, run encode_music.bat, converted file will be in the "music" folder. Rename the file to mus_theme_cult.wav. Backup the original by renaming and place the new one in the streammusic folder.
  48. 1 point
    There isn't any indication about a lot of things. My guess would be that you were meant to play as one of them as in the Atton vs Sion encounter, and then whichever one survives goes on to appear in the party confrontation scene, with perhaps Atton/Handmaiden being on Kreia's side. But there's no material left for such a thing. There's only one version of the party confrontation, and it implies a light side ending and that all the party members have been trained as Jedi. Also, frustratingly, some of the remaining content is only voiced by Atris, not Kreia.
  49. 1 point
    Sorry it took so long but as I said before, I have very little time with my main computer now. Here are some screenshots of some hilts that I have but I dont see around in mod sites. REMEMBER: those are not mine and I am uploading just screenshots, remember this if you see an image and find out that the mod is yours. The hilts are: -The two of Ahsoka from clone wars -Darth Bane's(the fan made using the novels as basis, not the official that ignores the novel description) -Ben Solo from episode 8(the only good thing of that movie if you ask me) -A generic curved hilt -A double bladed curved similar to Asajj Ventress -A generic double -Exar Kun double bladed (but being held as if it is a single hilt) -Kanan's from rebels -Rahm Kota's from the force unleashed game -Malak's official hilt -Darth Malgus's from swtor -Maul's from rebels (it even has a cane version, that I give to Kreia at the begining of the game) -A generic lightsaber pike -A variation of Revan's from swtor -Satele double bladed from the swtor cinematics -Savafe Opres's from clone wars -The spinning lightsaber of the inquisitor from rebels -And the temple guard double bladed
  50. 1 point
    The Sith assassins can't use the Force. They've had the same training Atton did to shield their minds from Jedi, and the technique also blinds them to the Force. They throw up walls of emotion that mess with a Jedi's senses because Jedi have to block that out to use the Force. Consequentially this makes it difficult for the assassins to use the Force themselves. They do use the Force in the sense that they use it to become invisible, sense their prey, weaken them, etc but they are not typical Force users. Essentially they specialize in negating the Force, and it would also negate their own Force.